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Rendering with Maxwell

Anonymous
Not applicable
Hi everybody 🙂

When I render with Maxwell in ArchiCAD i get this wery Miami Vice-ish sunset like background that looks like something from the 80ties. I would prefer a blue/ white sky. Have tried to change dates and edit in phootoshop etc...

Hope someone have a trick.

See you all soon at ArchiCAD winterschool?
4 REPLIES 4
MSL wrote:
Hi everybody 🙂

When I render with Maxwell in ArchiCAD i get this wery Miami Vice-ish sunset like background that looks like something from the 80ties. I would prefer a blue/ white sky. Have tried to change dates and edit in phootoshop etc...

Hope someone have a trick.

See you all soon at ArchiCAD winterschool?
That's actually a bug in the Maxwell rendering engine itself ( the model of the physical sky system they use) that a lot of users have complained to the Maxwell makers about. They said that they'd fix it sometime soon with a patch, but "soon" in the software development business can be a long long time.

Best alternative options might be to use a HDRI Sky map for the environment lighting (preferably a bluish one) as opposed to the physical sky. Or you could render your image with the alpha channel intact ( using either TIFF or TGA formats) and replace the pinkish sky in photoshop with a Sky of your choosing in Photoshop using the alpha channel - but of course, you lose the ability to manipulate the reflection of the sky on the building's surfaces.
Anonymous
Not applicable
I don't know Maxwell that much but isn't there a White balance control?
Miki wrote:
I don't know Maxwell that much but isn't there a White balance control?
.......doesn't help in this case. It's a bug in their physical sky system and they admitted as much. In as far as I understand it, it's not so much a bug, technically speaking as much as it is an incorrect application of the new algorithms they use to calculate the physical sky or daylighting illumination. Apparently, the sky really does assume a pinkish-reddish hue (which is what people are complaining about), when you correctly apply the rendering algorithm for calculating the physical sky.........but only at really high altitudes where diffusion of the sun's rays is less due to less atmosphere, less atmospheric dust and particles and less cloud and artificial light interference (which are really what indirectly give the sky it's blue colour as a result of the scattering of the rays as it passes through the atmosphere). so the sky looks pinkish-orange or reddish, like as if it's evening even when your settings are set to Noon in the middle of the day.

Unfortunately, most renders are done at ground level where most of the above mentioned factors come into play and also where we see the Sky as blue, and so correctly applying the algorithm without taking into account those factors gives you the incorrect "accurate" result.

The people who formulate the theories and physical models used in unbiased rendering calculation algorithms, don't have the luxury of being able to factor into their equations elements that you can't measure from ground level ( such as the difference in scattering dust and particles causing the "blue" hue between ground level where we live, and high altitudes where the other equations are more accurate).
So those have to be factored in by the render engine software developers by "artificially" creating those conditions and adjusting their algorithms likewise. Not an easy nor simple job, hence the reason for such a long wait...
Anonymous
Not applicable
Bricklyne wrote:
Miki wrote:
I don't know Maxwell that much but isn't there a White balance control?
.......doesn't help in his case. It's a bug in their physical sky system and they admitted as much. In as far as I understand it, it's not so much a bug, technically speaking as much as it is an incorrect application of the new algorithms they use to calculate the physical sky or daylighting illumination. Apparently, the sky really does assume a pinkish-reddish hue (which is what people are complaining about), when you correctly apply the rendering algorithm for calculating the physical sky.........but only at really high altitudes where diffusion of the sun's rays is less due to less atmosphere, less atmospheric dust and particles and less cloud and artificial light interference (which are really what indirectly give the sky it's blue colour as a result of the scattering of the rays as it passes through the atmosphere). so the sky looks pinkish-orange or reddish, like as if it's evening even when your settings are set to Noon in the middle of the day.

Unfortunately, most renders are done at ground level where most of the above mentioned factors come into play and also where we see the Sky as blue, and so correctly applying the algorithm without taking into account those factors gives you the incorrect "accurate" result.

The people who formulate the theories and physical models used in unbiased rendering calculation algorithms, don't have the luxury of being able to factor into their equations elements that you can't measure from ground level ( such as the difference in scattering dust and particles causing the "blue" hue between ground level where we live, and high altitudes where the other equations are more accurate).
So those have to be factored in by the render engine software developers by "artificially" creating those conditions and adjusting their algorithms likewise. Not an easy nor simple job, hence the reason for such a long wait...
nice, now i understand alot of stuff, thx !